DLSS is very blurry in Unity 6 VR

Hi, I’m posting here because I posted on the Unity forum 6 months ago but haven’t been able to get any responses there: HDRP DLSS Sharpness no longer works - should be replaced with Nvidia Image Scaling - Unity Engine - Unity Discussions.

I am making a PCVR game with the HDRP (render pipeline), and Unity supports DLSS for this. The issue I’m facing is that DLSS looks, in my opinion, disproportionately blurry when enabled. Texture detail is completely destroyed even with 100% screen resolution. Everywhere from 70% to 100% resolution seems to look the same.

Unity also includes their own STP upscaler. This is very light on anti-aliasing with strong performance benefits and it maintains a great amount of texture detail. I like this as an option - but I think DLSS is severely under-performing regarding the amount of blur.

Some research has indicated that perhaps DLSS should be used with a sharpener. In Unity 2022.3 LTS, there was a functional DLSS sharpener, however this was removed, I believe due to changes on the Nvidia side.

Currently, DLSS in Unity has no sharpener and HDRP has no sharpening that can be used. This makes me feel that DLSS is not usable and that its implementation is flawed/bugged/needs improvement.

Can anyone give guidance on this situation?

I did more testing and I’m pretty sure the issue is simply a lack of sharpening - because post-sharpen via ReShade seems to solve the issue, at least outside of VR - I’ve not been able to test an in-VR sharpener yet, and though ReShade works otherwise, sharpening is really something that should be integrated in-Engine.